[RELEASED] Dungeon Architect

Added mesh merging feature to reduce the draw calls for your mobile games

A large dungeon with ~12,500 meshes (using the same material) rendered in just 35 draw calls. It supports merging of the level objects in patches so it works nicely with your camera's frustum culling. You can control the patch size. It also takes care of the 64K vertex limit per mesh. So if the combined patch mesh contains more than 64k vertices, it would split it into multiple meshes as needed within the patch

Added mesh merging feature to reduce the draw calls for your mobile games

A large dungeon with ~12,500 meshes (using the same material) rendered in just 35 draw calls. It supports merging of the level objects in patches so it works nicely with your camera's frustum culling. You can control the patch size. It also takes care of the 64K vertex limit per mesh. So if the combined patch mesh contains more than 64k vertices, it would split it into multiple meshes as needed within the patch

very nice. will it automatically work with multiple materials and combine only objects with the same material, or is atlasing neccessary?
what about the thing I emailed you about the doors? have you had a chance to go at that?

very nice. will it automatically work with multiple materials and combine only objects with the same material, or is atlasing neccessary?
what about the thing I emailed you about the doors? have you had a chance to go at that?

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It will combine objects only with the same material and will not create atlas. A good art asset should have shared materials with a texture atlas

Hi,
I dont mean that DA will atlas the textures, I just mean that if I have objects with different materials if DA will still just merge the objects with corresponding materials?

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Yep, It merges them based on the material. If there are 1000 objects in a patch area with 8 different materials, they will be merged into 8 different meshes with those corresponding materials applied to them

Added support for asynchronous dungeon building, so you can build your dungeons across multiple frames (both in editor and runtime)

You can specify the amount of time DA should take per frame (in milliseconds) while building the dungeon. You can also specify a build origin point from where the build starts. You can set this to the player location so objects near this point will be built first. In the demo video below, I've set it to the default (0,0,0).

Added support for asynchronous dungeon building, so you can build your dungeons across multiple frames (both in editor and runtime)

You can specify the amount of time DA should take per frame (in milliseconds) while building the dungeon. You can also specify a build origin point from where the build starts. You can set this to the player location so objects near this point will be built first. In the demo video below, I've set it to the default (0,0,0).

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Are you working on "streaming the dungeon" ? That seems like a logical next step from this new feature !

A blocky Voxel builder that is able to mix blocks and various shapes defined in themes would be quite interesting, if it produces an optimized mesh. It would be even better if it can mix cubes and wedges, removing the hidden faces of wedges in the final mesh.

A blocky Voxel builder that is able to mix blocks and various shapes defined in themes would be quite interesting, if it produces an optimized mesh. It would be even better if it can mix cubes and wedges, removing the hidden faces of wedges in the final mesh.

Dungeon architect now supports infinite dungeons. These are great for exploration games. The framework allows the layout algorithms to generate the infinite levels along a single axis (like endless runners), along 2 axis (e.g. along the XZ, XY or YZ plane) or on full 3D

I've added a new Infinite Cave algorithm. Some more work is pending (like drilling holes on blocked areas to make it accessible)

I'm using 2018.1 for development and it works fine. Could you try closing the window and double clicking on a theme file? Which OS is this on?

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I'm on Windows 10. Double clicking a theme file just opens a blank window. I've tried it with several different themes and also on an empty new theme and got the same result.

I also have Odin installed and I think that might have something to do with it, but I disabled Odin inspectors for Dungeon Architect classes, but I'm not sure what interaction that might have with editor windows.

Some more work is pending (like drilling holes on blocked areas to make it accessible)

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Can I recommend something like this?

Basically it's inspired by worley noise, since you can generate a cell data based on his position hash, you can use that as a seed to get a random position inside a cell, by generating adjacent cell seed you access their generated point or data inside, you can abuse this to create infinite connectivity.

Hi ali, i have bought your plugin on unity assets store, i wanted to know if is possible to create a dungeon similar an house builded with standard unity workflow, if I have the assets for create an home is possible with dungeon architect reach this final result with stairs and more floor :

@AliAkbar Hey there! We're about to release our game, tomorrow actually, and I was wondering if you would like to have yourself or Dungeon Architect to be credited in our credits. If you want Dungeon Architect credited, do you have a logo or image you would like us to use? If you can't get back to us soon, we can always patch you in later!

@AliAkbar Hey there! We're about to release our game, tomorrow actually, and I was wondering if you would like to have yourself or Dungeon Architect to be credited in our credits. If you want Dungeon Architect credited, do you have a logo or image you would like us to use? If you can't get back to us soon, we can always patch you in later!

Thanks again for all of your help and your work on Dungeon Architect!

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@Culrich I'm really happy to hear that and congrats on the release! I'd be happy to have DA credited in your game

Is it multithreaded or coroutine based ?
Any plans to do an optimised version of DA for u2018 and it's multithread job system ?

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The bottleneck is always spawning the game objects in the scene (layout generation is fast and doesn't require multi-threading)

Since game objects need to be spawned from the engine's game thread, it has to be done in the Update function and is done over multiple frames. I could use co-routines but chose to manage it manually (in a similar way) since co-routines don't work in the editor

Hi ali, i have bought your plugin on unity assets store, i wanted to know if is possible to create a dungeon similar an house builded with standard unity workflow, if I have the assets for create an home is possible with dungeon architect reach this final result with stairs and more floor :

Are there any methods or samples for using run-time generation in a multiplayer (preferably Photon) capacity? Meaning, first player that enters the level generates the dungeon. All other players first get that layout from the host and build the same dungeon.

Are there any methods or samples for using run-time generation in a multiplayer (preferably Photon) capacity? Meaning, first player that enters the level generates the dungeon. All other players first get that layout from the host and build the same dungeon.

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I am doing the same thing, maybe we should to generate the seed from server and then send the number at all clients connected in the same lobby.

@AliAkbar believe PropSocket.IsConsumed is being assigned to false but
(1) it's never assigned to true.
(2) it's not being used anywhere
At least according to the Visual Studio IDE... is it intentional or is the feature unimplemented? Thank you!

I bought Dungeon Architect 2 weeks ago and I love it very much, amazing asset.

I wounder if I can do the following with the asset's settings :
1 = To have the option to set the minimum length of a corridor.
2 = To have the option to set the minimum space between 2 rooms so they do not touch each other.

Hi!
In May, I saw video demonstrations with a asynchronous generation and it looked pretty good, but in the Asset Store the March version.
Tell me please, when it will be possible to use asynchronous generation?

Oops...

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